So, this is a set of upgrades thaat I feel have long been missing from the travel system of MekHQ. I've listed each of the functions seperately for easier reading, and also so I can split them if necessary. (I do feel they should be together, however, since they are all just subsections of what should be a single upgrade to the travel system).
1.) Add a function for LF Batteries. Only warships are usually going to have them, but if your force has one, it would cut trqavel times drastically. Should only need someone to find out which ships have batteries, and then code them so that if a force has one in its roster, that ship can make two jumps in a row before charging, though I may be wrong on that.
2.) Add an option for fast charging, which can be turned on/off for each individual jump. This would cut travel times, but would involve a chance of damaging your K-F Drive, thus necessitating an expensive repair job. So, basically, add a menu in the travel time window that allows us to choose whether we want to fast charge for each, individual jump. Then if a randomizer hits a certain percentage, it will roll, say, 1d6 hits to the K-F Drive. This would then add a negative modifier to any later fast-charge attempts until fixed.
3.) Allow hand-offs. This is where you jump on one ship, then switch to another, and so on and so forth. This could be used by paying a premium (say, an extra 5-10,000 c-bills per jump handled this way); it could also be integrated in a way that allows you to use this kind of transit only part way, then switch back to standard for the rest of the journey, or vice versa.
4.) Command circuits are really just an extension of the hand-off system, so they would be handled the same way, really.
Overall, I think this would be a great addition, adding some extra flavor to the game and giving players more options in how they choose to spend their money, risk having to pay for major repairs, etc. It also adds a new draw to owning a warship in the future, since they often have LF batteries that will cut down on travel times. I'm aware that this would probably be a really big, if not monumental undertaking, but I think it is something important that should be put into the agenda for MekHQ's future.
This has been discussed on the forums and last I heard was something that will make it in eventually. At least for the quick charge rules. Command circuits probably not.. LF batteries I am unsure about.
A command circuit would only really apply if you are not running a merc campaign as most houses would not waste resources for mercs and few if any mercs have that many jumpships to spare.